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    <div class="refentry" id="glGetTexImage">
      <div class="titlepage"/>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>glGetTexImage — return a texture image</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>C Specification</h2>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glGetTexImage</strong>(</code>
              </td>
              <td>GLenum <var class="pdparam">target</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">level</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">format</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">type</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLvoid * <var class="pdparam">pixels</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glGetnTexImage</strong>(</code>
              </td>
              <td>GLenum <var class="pdparam">target</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">level</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">format</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">type</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLsizei <var class="pdparam">bufSize</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>void *<var class="pdparam">pixels</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glGetTextureImage</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">texture</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">level</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">format</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">type</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLsizei <var class="pdparam">bufSize</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>void *<var class="pdparam">pixels</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
      </div>
      <div class="refsect1" id="parameters">
        <h2>Parameters</h2>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>target</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Specifies the target to which the texture is bound for
          <code class="function">glGetTexImage</code> and
          <code class="function">glGetnTexImage</code> functions.
          <code class="constant">GL_TEXTURE_1D</code>,
          <code class="constant">GL_TEXTURE_2D</code>,
          <code class="constant">GL_TEXTURE_3D</code>,
          <code class="constant">GL_TEXTURE_1D_ARRAY</code>,
          <code class="constant">GL_TEXTURE_2D_ARRAY</code>,
          <code class="constant">GL_TEXTURE_RECTANGLE</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_X</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_X</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Y</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Y</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Z</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Z</code>, and
          <code class="code">GL_TEXTURE_CUBE_MAP_ARRAY</code> are acceptable.</p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>texture</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the texture object name.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>level</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the level-of-detail number of the desired image.
                    Level 0 is the base image level.
                    Level
                    <math overflow="scroll"><mi mathvariant="italic">n</mi></math>
                    is the
                    <math overflow="scroll"><mi mathvariant="italic">n</mi></math>th
                    mipmap reduction image.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>format</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Specifies a pixel format for the returned data. The supported
          formats are <code class="constant">GL_STENCIL_INDEX</code>,
          <code class="constant">GL_DEPTH_COMPONENT</code>,
          <code class="constant">GL_DEPTH_STENCIL</code>, <code class="constant">GL_RED</code>,
          <code class="constant">GL_GREEN</code>, <code class="constant">GL_BLUE</code>,
          <code class="constant">GL_RG</code>, <code class="constant">GL_RGB</code>,
          <code class="constant">GL_RGBA</code>, <code class="constant">GL_BGR</code>,
          <code class="constant">GL_BGRA</code>, <code class="constant">GL_RED_INTEGER</code>,
          <code class="constant">GL_GREEN_INTEGER</code>,
          <code class="constant">GL_BLUE_INTEGER</code>,
          <code class="constant">GL_RG_INTEGER</code>,
          <code class="constant">GL_RGB_INTEGER</code>,
          <code class="constant">GL_RGBA_INTEGER</code>,
          <code class="constant">GL_BGR_INTEGER</code>,
          <code class="constant">GL_BGRA_INTEGER</code>.</p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>type</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Specifies a pixel type for the returned data. The supported
          types are <code class="constant">GL_UNSIGNED_BYTE</code>,
          <code class="constant">GL_BYTE</code>,
          <code class="constant">GL_UNSIGNED_SHORT</code>,
          <code class="constant">GL_SHORT</code>, <code class="constant">GL_UNSIGNED_INT</code>,
          <code class="constant">GL_INT</code>, <code class="constant">GL_HALF_FLOAT</code>,
          <code class="constant">GL_FLOAT</code>,
          <code class="constant">GL_UNSIGNED_BYTE_3_3_2</code>,
          <code class="constant">GL_UNSIGNED_BYTE_2_3_3_REV</code>,
          <code class="constant">GL_UNSIGNED_SHORT_5_6_5</code>,
          <code class="constant">GL_UNSIGNED_SHORT_5_6_5_REV</code>,
          <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4</code>,
          <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4_REV</code>,
          <code class="constant">GL_UNSIGNED_SHORT_5_5_5_1</code>,
          <code class="constant">GL_UNSIGNED_SHORT_1_5_5_5_REV</code>,
          <code class="constant">GL_UNSIGNED_INT_8_8_8_8</code>,
          <code class="constant">GL_UNSIGNED_INT_8_8_8_8_REV</code>,
          <code class="constant">GL_UNSIGNED_INT_10_10_10_2</code>,
          <code class="constant">GL_UNSIGNED_INT_2_10_10_10_REV</code>,
          <code class="constant">GL_UNSIGNED_INT_24_8</code>,
          <code class="constant">GL_UNSIGNED_INT_10F_11F_11F_REV</code>,
          <code class="constant">GL_UNSIGNED_INT_5_9_9_9_REV</code>, and
          <code class="constant">GL_FLOAT_32_UNSIGNED_INT_24_8_REV</code>.</p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>bufSize</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Specifies the size of the buffer <em class="parameter"><code>pixels</code></em>
          for <code class="function">glGetnTexImage</code> and
          <code class="function">glGetTextureImage</code> functions.</p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>pixels</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Returns the texture image. Should be a pointer to an array of
          the type specified by <em class="parameter"><code>type</code></em>.</p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p>
    <code class="function">glGetTexImage</code>, <code class="function">glGetnTexImage</code>
    and <code class="function">glGetTextureImage</code> functions return a texture
    image into <em class="parameter"><code>pixels</code></em>. For
    <code class="function">glGetTexImage</code> and
    <code class="function">glGetnTexImage</code>, <em class="parameter"><code>target</code></em>
    specifies whether the desired texture image is one specified by
    <a class="citerefentry" href="glTexImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a>
    (<code class="constant">GL_TEXTURE_1D</code>),
    <a class="citerefentry" href="glTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>
    (<code class="constant">GL_TEXTURE_1D_ARRAY</code>,
    <code class="constant">GL_TEXTURE_RECTANGLE</code>,
    <code class="constant">GL_TEXTURE_2D</code> or any of
    <code class="constant">GL_TEXTURE_CUBE_MAP_*</code>), or
    <a class="citerefentry" href="glTexImage3D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>
    (<code class="constant">GL_TEXTURE_2D_ARRAY</code>,
    <code class="constant">GL_TEXTURE_3D</code>,
    <code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code>). For
    <code class="function">glGetTextureImage</code>, <em class="parameter"><code>texture</code></em>
    specifies the texture object name. In addition to types of textures
    accepted by <code class="function">glGetTexImage</code> and
    <code class="function">glGetnTexImage</code>, the function also accepts cube map
    texture objects (with effective target
    <code class="constant">GL_TEXTURE_CUBE_MAP</code>). <em class="parameter"><code>level</code></em>
    specifies the level-of-detail number of the desired image.
    <em class="parameter"><code>format</code></em> and <em class="parameter"><code>type</code></em> specify
    the format and type of the desired image array. See the reference page
    for <a class="citerefentry" href="glTexImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a> for a description of the acceptable values for the
    <em class="parameter"><code>format</code></em> and <em class="parameter"><code>type</code></em>
    parameters, respectively. For glGetnTexImage and glGetTextureImage
    functions, bufSize tells the size of the buffer to receive the retrieved
    pixel data. <code class="function">glGetnTexImage</code> and
    <code class="function">glGetTextureImage</code> do not write more than
    <em class="parameter"><code>bufSize</code></em> bytes into
    <em class="parameter"><code>pixels</code></em>.</p>
        <p>If a non-zero named buffer object is bound to the
    <code class="constant">GL_PIXEL_PACK_BUFFER</code> target (see
    <a class="citerefentry" href="glBindBuffer.xhtml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>)
    while a texture image is requested, <em class="parameter"><code>pixels</code></em> is
    treated as a byte offset into the buffer object's data store.</p>
        <p>To understand the operation of <code class="function">glGetTexImage</code>,
    consider the selected internal four-component texture image to be an RGBA
    color buffer the size of the image. The semantics of
    <code class="function">glGetTexImage</code> are then identical to those of
    <a class="citerefentry" href="glReadPixels.xhtml"><span class="citerefentry"><span class="refentrytitle">glReadPixels</span></span></a>,
    with the exception that no pixel transfer operations are performed, when
    called with the same <em class="parameter"><code>format</code></em> and
    <em class="parameter"><code>type</code></em>, with <span class="emphasis"><em>x</em></span> and
    <span class="emphasis"><em>y</em></span> set to 0, <span class="emphasis"><em>width</em></span> set to the
    width of the texture image and <span class="emphasis"><em>height</em></span> set to 1 for
    1D images, or to the height of the texture image for 2D images.</p>
        <p>If the selected texture image does not contain four components, the
    following mappings are applied. Single-component textures are treated as
    RGBA buffers with red set to the single-component value, green set to 0,
    blue set to 0, and alpha set to 1. Two-component textures are treated as
    RGBA buffers with red set to the value of component zero, alpha set to the
    value of component one, and green and blue set to 0. Finally,
    three-component textures are treated as RGBA buffers with red set to
    component zero, green set to component one, blue set to component two, and
    alpha set to 1.</p>
        <p>To determine the required size of <em class="parameter"><code>pixels</code></em>, use
    <a class="citerefentry" href="glGetTexLevelParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetTexLevelParameter</span></span></a>
    to determine the dimensions of the internal texture image, then scale
    the required number of pixels by the storage required for each pixel,
    based on <em class="parameter"><code>format</code></em> and <em class="parameter"><code>type</code></em>.
    Be sure to take the pixel storage parameters into account, especially
    <code class="constant">GL_PACK_ALIGNMENT</code>.</p>
        <p>If <code class="function">glGetTextureImage</code> is used against a cube map
    texture object, the texture is treated as a three-dimensional image of a
    depth of 6, where the cube map faces are ordered as image layers, in an
    order presented in the table below:</p>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col/>
              <col/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">Layer number</th>
                <th style="text-align: center; border-bottom: 2px solid ; ">Cube Map Face</th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="border-right: 2px solid ; border-bottom: 2px solid ; ">0</td>
                <td style="border-bottom: 2px solid ; ">GL_TEXTURE_CUBE_MAP_POSITIVE_X</td>
              </tr>
              <tr>
                <td style="border-right: 2px solid ; border-bottom: 2px solid ; ">1</td>
                <td style="border-bottom: 2px solid ; ">GL_TEXTURE_CUBE_MAP_NEGATIVE_X</td>
              </tr>
              <tr>
                <td style="border-right: 2px solid ; border-bottom: 2px solid ; ">2</td>
                <td style="border-bottom: 2px solid ; ">GL_TEXTURE_CUBE_MAP_POSITIVE_Y</td>
              </tr>
              <tr>
                <td style="border-right: 2px solid ; border-bottom: 2px solid ; ">3</td>
                <td style="border-bottom: 2px solid ; ">GL_TEXTURE_CUBE_MAP_NEGATIVE_Y</td>
              </tr>
              <tr>
                <td style="border-right: 2px solid ; border-bottom: 2px solid ; ">4</td>
                <td style="border-bottom: 2px solid ; ">GL_TEXTURE_CUBE_MAP_POSITIVE_Z</td>
              </tr>
              <tr>
                <td style="border-right: 2px solid ; ">5</td>
                <td>GL_TEXTURE_CUBE_MAP_NEGATIVE_Z</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="notes">
        <h2>Notes</h2>
        <p>If an error is generated, no change is made to the contents of
    <em class="parameter"><code>pixels</code></em>.</p>
        <p><code class="function">glGetTexImage</code> and
    <code class="function">glGetnTexImage</code> return the texture image for the
    active texture unit.</p>
        <p><code class="constant">GL_STENCIL_INDEX</code> is accepted for
    <em class="parameter"><code>format</code></em> only if the GL version is 4.4 or
    greater.</p>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p><code class="constant">GL_INVALID_ENUM</code> is generated by
    <code class="function">glGetTexImage</code> and <code class="function">glGetnTexImage</code>
    functions if <em class="parameter"><code>target</code></em> is not an accepted value. These
    include:</p>
        <div class="itemizedlist">
          <ul class="itemizedlist" style="list-style-type: disc; ">
            <li class="listitem">
              <p><code class="constant">GL_TEXTURE_1D</code>,
          <code class="constant">GL_TEXTURE_2D</code>,
          <code class="constant">GL_TEXTURE_3D</code>,
          <code class="constant">GL_TEXTURE_1D_ARRAY</code>,
          <code class="constant">GL_TEXTURE_2D_ARRAY</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code>,
          <code class="constant">GL_TEXTURE_RECTANGLE</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_X</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_X</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Y</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Y</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Z</code>, and
          <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Z</code> for
          <code class="function">glGetTexImage</code> and
          <code class="function">glGetnTexImage</code> functions.</p>
            </li>
            <li class="listitem">
              <p><code class="constant">GL_TEXTURE_1D</code>,
          <code class="constant">GL_TEXTURE_2D</code>,
          <code class="constant">GL_TEXTURE_3D</code>,
          <code class="constant">GL_TEXTURE_1D_ARRAY</code>,
          <code class="constant">GL_TEXTURE_2D_ARRAY</code>,
          <code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code>,
          <code class="constant">GL_TEXTURE_RECTANGLE</code>, and
          <code class="constant">GL_TEXTURE_CUBE_MAP</code> for
          <code class="function">glGetTextureImage</code> function.</p>
            </li>
          </ul>
        </div>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated by
    <code class="function">glGetTextureImage</code> if <em class="parameter"><code>texture</code></em>
    is not the name of an existing texture object.</p>
        <p><code class="constant">GL_INVALID_ENUM</code> is generated if
    <em class="parameter"><code>format</code></em>, or <em class="parameter"><code>type</code></em> is not an
    accepted value.</p>
        <p><code class="constant">GL_INVALID_VALUE</code> is generated if
    <em class="parameter"><code>level</code></em> is less than 0.</p>
        <p><code class="constant">GL_INVALID_VALUE</code> may be generated if
    <em class="parameter"><code>level</code></em> is greater than <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
                
                <mml:mrow>
                    <mml:msub><mml:mi mathvariant="italic">log</mml:mi>
                    <mml:mn>2</mml:mn>
                    </mml:msub>
                    <mml:mo>⁡</mml:mo>
                    <mml:mfenced open="(" close=")">
                        <mml:mi mathvariant="italic">max</mml:mi>
                    </mml:mfenced>
                </mml:mrow>
            </mml:math>,
 where
            <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">max</mml:mi></mml:math>
is the returned value of
    <code class="constant">GL_MAX_TEXTURE_SIZE</code>.</p>
        <p><code class="constant">GL_INVALID_VALUE</code> is generated if
    <em class="parameter"><code>level</code></em> is non-zero and the effective target is
    <code class="constant">GL_TEXTURE_RECTANGLE</code>.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if
    <em class="parameter"><code>type</code></em> is one of
    <code class="constant">GL_UNSIGNED_BYTE_3_3_2</code>,
    <code class="constant">GL_UNSIGNED_BYTE_2_3_3_REV</code>,
    <code class="constant">GL_UNSIGNED_SHORT_5_6_5</code>,
    <code class="constant">GL_UNSIGNED_SHORT_5_6_5_REV</code>, or
    <code class="constant">GL_UNSIGNED_INT_10F_11F_11F_REV</code> and
    <em class="parameter"><code>format</code></em> is not <code class="constant">GL_RGB</code>.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if
    <em class="parameter"><code>type</code></em> is one of
    <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4</code>,
    <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4_REV</code>,
    <code class="constant">GL_UNSIGNED_SHORT_5_5_5_1</code>,
    <code class="constant">GL_UNSIGNED_SHORT_1_5_5_5_REV</code>,
    <code class="constant">GL_UNSIGNED_INT_8_8_8_8</code>,
    <code class="constant">GL_UNSIGNED_INT_8_8_8_8_REV</code>,
    <code class="constant">GL_UNSIGNED_INT_10_10_10_2</code>,
    <code class="constant">GL_UNSIGNED_INT_2_10_10_10_REV</code>, or
    <code class="constant">GL_UNSIGNED_INT_5_9_9_9_REV</code> and
    <em class="parameter"><code>format</code></em> is neither <code class="constant">GL_RGBA</code> or
    <code class="constant">GL_BGRA</code>.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if
    <em class="parameter"><code>format</code></em> is <code class="constant">GL_STENCIL_INDEX</code> and
    the base internal format is not <code class="constant">GL_STENCIL_INDEX</code> or
    <code class="constant">GL_DEPTH_STENCIL</code>.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if a non-zero
    buffer object name is bound to the
    <code class="constant">GL_PIXEL_PACK_BUFFER</code> target and the buffer object's
    data store is currently mapped.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if a non-zero
    buffer object name is bound to the
    <code class="constant">GL_PIXEL_PACK_BUFFER</code> target and the data would be
    packed to the buffer object such that the memory writes required would
    exceed the data store size.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated if a non-zero
    buffer object name is bound to the
    <code class="constant">GL_PIXEL_PACK_BUFFER</code> target and
    <em class="parameter"><code>pixels</code></em> is not evenly divisible into the number of
    bytes needed to store in memory a datum indicated by
    <em class="parameter"><code>type</code></em>.</p>
        <p><code class="constant">GL_INVALID_OPERATION</code> is generated by
    <code class="function">glGetTextureImage</code> and
    <code class="function">glGetnTexImage</code> if the buffer size required to store
    the requested data is greater than <em class="parameter"><code>bufSize</code></em>.</p>
      </div>
      <div class="refsect1" id="associatedgets">
        <h2>Associated Gets</h2>
        <p>
            <a class="citerefentry" href="glGetTexLevelParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetTexLevelParameter</span></span></a> with argument <code class="constant">GL_TEXTURE_WIDTH</code>
        </p>
        <p>
            <a class="citerefentry" href="glGetTexLevelParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetTexLevelParameter</span></span></a> with argument <code class="constant">GL_TEXTURE_HEIGHT</code>
        </p>
        <p>
            <a class="citerefentry" href="glGetTexLevelParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetTexLevelParameter</span></span></a> with argument <code class="constant">GL_TEXTURE_INTERNAL_FORMAT</code>
        </p>
        <p>
            <a class="citerefentry" href="glGet.xhtml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with arguments <code class="constant">GL_PACK_ALIGNMENT</code> and others
        </p>
        <p>
            <a class="citerefentry" href="glGet.xhtml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_PIXEL_PACK_BUFFER_BINDING</code>
        </p>
      </div>
      <div class="refsect1" id="versions">
        <h2>Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col style="text-align: left; "/>
              <col style="text-align: center; " class="firstvers"/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">
                 
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="12">
                <span class="bold"><strong>OpenGL Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Function / Feature Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.1</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.1</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.2</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.3</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.1</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.2</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.3</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.4</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.5</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                  <code class="function">glGetTexImage</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
              </tr>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                  <code class="function">glGetTextureImage</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
              </tr>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">
                  <code class="function">glGetnTexImage</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p>
            <a class="citerefentry" href="glActiveTexture.xhtml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>,
            <a class="citerefentry" href="glReadPixels.xhtml"><span class="citerefentry"><span class="refentrytitle">glReadPixels</span></span></a>,
            <a class="citerefentry" href="glTexImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a>,
            <a class="citerefentry" href="glTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>,
            <a class="citerefentry" href="glTexImage3D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>,
            <a class="citerefentry" href="glTexSubImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage1D</span></span></a>,
            <a class="citerefentry" href="glTexSubImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage2D</span></span></a>,
            <a class="citerefentry" href="glTexSubImage3D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage3D</span></span></a>,
            <a class="citerefentry" href="glTexParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a>
        </p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright <span class="trademark"/>© 1991-2006 Silicon Graphics, Inc.
            Copyright <span class="trademark"/>© 2010-2014 Khronos Group.
            This document is licensed under the SGI
            Free Software B License. For details, see
            <a class="link" href="http://oss.sgi.com/projects/FreeB/" target="_top">http://oss.sgi.com/projects/FreeB/</a>.
        </p>
      </div>
    </div>
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